Bareheaded Warrior wrote:I don't think you have missed anything, I think we are back to a question of interpretation, as always.
My interpretation/assumption/misunderstanding was that the EA First Edition allowed searching for treasure in both rooms and passageways and didn't explicitly specify a one treasure search per room or passageway limit, but I assumed that you could only search a room/passageway once, as otherwise heroes could just repeatedly search the first room they are placed in, rinse the deck for everything that was worthwhile and then exit the dungeon and spend all the gold on equipment, then re-enter the same dungeon, the first room again, and then rinse and repeat until they were fully kitted up before ever leaving the first room of the first quest.
My interpretation/assumption/misunderstanding was that the EA Second Edition, whilst not explicitly stating that only rooms and not passageways could be searched for treasure, did have that restriction based on the fact that the first section of the search rules covers both treasure and trap & secret doors searches generically, mentioning both rooms and passageways, the second section was around the specifics of the search for secret doors and trap action and mentions both rooms and passageways and the third section covered searching for treasure specifically and mentioned only rooms (but this may well have been an example of selection bias or motivated perception on my part)
However you make a good point that the Wandering Monster text implies they can be found in passageways does seem to indicate that searching for treasure was permitted under EA SE rules, I always thought that was a remnant that was missed from the FE wandering monsters cards, but that may well be incorrect (and I don't have them to refer to)
My interpretation/assumption/misunderstanding was further reinforced by the NA edition that did state (or maybe re-iterate...) that searching for treasure was room-only and only once per room (although that was once per hero per room) which I took as confirmation of my take on the EA SE rules and part of the suite of changes, previously discussed around forcing fair play and sharing at crossbow-point in the NA edition, by removing the restriction of one search per room, so that kiddies didn't get upset by any hint of competition (and we all know how much kids hate winning at stuff, it is the taking part that matters to them - yeah, if you are a loser!)
All that said I'll be sticking to my interpretation, for HQ Gold Edition possibly through stubbornness, but also because it makes for a better balance for the gold-acquisition and spending on upgrades, advancement system, that otherwise in all the editions, is to a greater or lesser extent, imbalanced, leading heroes to advance too quickly, meaning that they run out of upgrades and are too powerful too early making the difficulty ramping not effective.
More on that on the advancement thread…I did once sit down and work it all out, I’ll see if I can find and post that data for the EA First Edition, Second Edition (both variants), NA edition and Gold Edition.
OK, fair enough. I don't really see an issue with limiting treasure searches to rooms, and to only one search per room. And as you say, there are enough ambiguities that you could read it that way (or get the impression) easily enough even if it wasn't intended.
(I've had my own 'instant and never-changing assumption' since first playing HQ about the falling block trap rules, which is that the Dwarf isn't supposed to be able to remove them from the board once they've fallen--only pit traps. But that's me pretty much putting my hands over my ears and singing 'la la la I can't hear you' because the rules as written seem daft to me. Unlike you, I can't claim that as a matter of interpretation.
)
One other possible argument that the designers didn't intend to limit searches is that '1 search per room' requires some kind of book-keeping. You need to track which rooms have been searched and which haven't. The general EU design philosophy seems to have been to avoid book-keeping as much as possible (e.g. 1 BP monsters), limiting it to players' character sheets. If 'once per room' was the intention, I feel like the game would have included a token or marker of some kind to place in each room once it had been searched.
I don't have 1st ed wandering monster cards either, but the EU 2nd ed wandering monster card doesn't say anything about either rooms or passages, just that the monster is placed next to you. However, there is one treasure card with flavour text that assumes you're in a room: Holy Water. All the others are generic.
RAW aside, I reckon your 'once per room' rule has its gameplay advantages in the EU game--it adds some risk/reward. If you know you'll only get one chance to draw a card in any room--by being the first to search--then you'll be tempted to do that instead of searching for traps first. Sproing ... whoops ... ouch. (Though most traps in the EU quest notes are set off by moving onto the wrong square or opening chests, not by searching for treasure.)
Bareheaded Warrior wrote:My interpretation/assumption/misunderstanding was that the EA First Edition allowed searching for treasure in both rooms and passageways and didn't explicitly specify a one treasure search per room or passageway limit, but I assumed that you could only search a room/passageway once, as otherwise heroes could just repeatedly search the first room they are placed in, rinse the deck for everything that was worthwhile and then exit the dungeon and spend all the gold on equipment, then re-enter the same dungeon, the first room again, and then rinse and repeat until they were fully kitted up before ever leaving the first room of the first quest.
Fair point - I hadn't thought about the first room, where you can just hop back on the stairs if you get into trouble. For some reason it never occurred to any of us kids back in the day to do this. Probably because anyone trying it would get walloped over the head with a cricket bat.
It may also have something to do with the fact that I started with the 2nd ed EU. I'm not even sure if the 1st edition was released here in Australia. In the 2nd ed, you're supposed to play your first game (The Trial) without using or even knowing the search or magic rules. That meant searching was something mysterious and 'advanced' that we only gradually learned to do in later quests. By then we were well hooked and had to go explore the dungeon once we were in it.
As is often the case, the NA rule tried to clear things up but actually introduced more issues. There are maps that put treasure chests in corridors, found by secret doors. The NA edition has to declare these areas 'special rooms' just so you can search them. They were often added to the NA maps, but if they existed in the EU quests they wouldn't cause any problems whatsoever, because you can just walk over to chests and open them instead of searching.
EDIT: I've written a ginormous screed about how treasure chests work in the EU version of the game. You can find it here (it's far too long to copy and paste into this thread):
viewtopic.php?f=8&t=6417